Andre Valera Posted February 17, 2015 Author Report Posted February 17, 2015 (edited) Will be hosting a 5v5 test this Saturday and Sunday (21st and 22nd) at 1230PM Eastern Time (EST) both days. PM via Mapcore for any info if you are interested, currently trying to find possible changes that need to be made to the layout before adding serious details. Edit 2/20/15: Looks like a few folks are available for Sunday, with a big update on the way this is going to be an interesting play test. Edited February 20, 2015 by Andre Valera Quote
Spite Posted February 18, 2015 Report Posted February 18, 2015 Will be hosting a 5v5 test this Saturday and Sunday (21st and 22nd) at 1230PM Eastern Time (EST) both days. PM via Mapcore for any info if you are interested, currently trying to find possible changes that need to be made to the layout before adding serious details. 12:30 seems pretty late, but I'd be very interested in feeling the layout and theme of this map. Quote
hamilton5 Posted February 21, 2015 Report Posted February 21, 2015 I definitely preferred the 1st layout's sites and routes more. Hope you get 10 andre! Why did you not strike out 'both days' ? Will you bring that awesome train back? Quote
Andre Valera Posted February 21, 2015 Author Report Posted February 21, 2015 @hamilton5; You're going to hate the 3rd layout. I think I went 360 with it. Quote
Vaya Posted February 21, 2015 Report Posted February 21, 2015 the map now consists of 15 subways. Andre Valera and Vinneri 2 Quote
Andre Valera Posted February 22, 2015 Author Report Posted February 22, 2015 (edited) The current layout, looking forward to testing out the new B Site. Added vents from Tside Mid to Tside Horseshoe. Also added Bhalls from LongB to Mid to B connector. Edited February 22, 2015 by Andre Valera Vaya and hamilton5 2 Quote
Vaya Posted February 23, 2015 Report Posted February 23, 2015 Bridge is currently OP: - gives a massive advantage to CTs as you cannot block their view down to the B enterances with smokes easily. I suggest adding a partial back wall to this to make landing nades easier. -cover up parts of the overpass too to make CTs positioning more predicatable. Ts should have a good idea where to aim considing the angling is already uncomfortable for them. Maybe cover up with sinage ala below: http://1.bp.blogspot.com/_-pqrQDrwPkE/TBHZkUHhIiI/AAAAAAAAI-U/yqazK0cGZ00/s1600/ped-overpasses.jpg - Remove the vent and replace with a alleyway- a tight but straight downstair. The vent is a bit twisty and I don't think it fits the theme that well. Make it relativity easy for Ts to smoke mid and enter (maybe a sign midway to bounce it off of?) -Fix the spawns Andre Valera 1 Quote
Andre Valera Posted February 23, 2015 Author Report Posted February 23, 2015 (edited) I think the roof on the overpass is going, maybe just lob smokes and flashes over the glass panels. Also, calling this one Festival (de_festival) Edited February 23, 2015 by Andre Valera Deh0lise and Vaya 2 Quote
Vaya Posted February 23, 2015 Report Posted February 23, 2015 Nice idea. would it be breakable/spammable? Quote
Andre Valera Posted February 23, 2015 Author Report Posted February 23, 2015 (edited) https://drive.google.com/file/d/0B2JGQksdihzvb1M1N0g0ZDBiWkE/view?usp=sharing Here's the site only if you're interested in taking a look. There's plenty of ways to smoke the site, and a few more difficult ways to smoke the middle of the bridge. There's also a way to smoke CT side of the bridge if the T's take control of Mid. http://imgur.com/a/lA2Wi Edited February 23, 2015 by Andre Valera Vaya 1 Quote
Andre Valera Posted March 4, 2015 Author Report Posted March 4, 2015 Updated the B site! Currently working on smoothing out the brushes near stairs. https://drive.google.com/file/d/0B2JGQksdihzvSkZ5MjN6bVdwb0k/view?usp=sharing Vaya 1 Quote
8bit Posted March 4, 2015 Report Posted March 4, 2015 (edited) Updated the B site! Currently working on smoothing out the brushes near stairs. https://drive.google.com/file/d/0B2JGQksdihzvSkZ5MjN6bVdwb0k/view?usp=sharing Ahhh, just what I was waiting for . Upper part of the bridge looks much cleaner now, more so now than before. I really like what you did with the right side of the bridge (when going up the stairs as T), you can now come out behind it, feels solid and I imagen seeing see alot of close clutches in that area Underpath starting close to T spawn at the beginning of mid, that could be eliminated keeping only the path from middle of mid to B, like in the edit i did below. http://i.imgur.com/ejzsp4A.jpg Reason being is that the T covering mid can easily/effortlessly rotate to B from T spawn or if the team switches for A site, he'd just jump into vents and be out of sight really fast. To me it feels like an extra path that is not needed since you have one at the middle of mid doing the same thing. Mid, imo, is a battle of will so to say, (well, every entrance leading somewhere should), but I mean for an awper. For an awper clearing mid forcing T's to peek if they wanna pass tords B, that feels good when you are the one taking care of things not letting them pass (think mid catwalk on Dust2). Now, If you give T's too many escape routes/choices that early in the round/map, things gonna feel bit too easy for the T holding mid and what could have been a great battle @ mid, wouldnt take place. Maps should be abit CT sided since it's the T's that needs to blow shit up, but not as CT sided as de_nuke though, lol. Regarless, changes to the brigde and site are coming along nicely, keep at it man! Edited March 4, 2015 by 8bit Andre Valera 1 Quote
Bodd Jonar Posted March 4, 2015 Report Posted March 4, 2015 I haven't tested the maps for months I think, But I remember the train under the middle, I loved that. Quote
Andre Valera Posted March 4, 2015 Author Report Posted March 4, 2015 @8Bit Excellent suggestion, a few people have mentioned that the Halls from T Mid towards Alt Mid or Lower B Just weren't anything exciting to look at and simply dismissed their existence. Since the T's have the jump towards B initially rotating through the Lower B connector towards Mid could be a substitute for the Alt Mid path that existed originally. Again I'm surprised it took this long to make the change but I appreciate the suggestion, the T's can't always have the easy way out and now it will cost T's a few extra seconds if they decide to try their luck at Mid. @Bodd Jonar The memory of those trains still exists in the current versions. Quote
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